Eu4 Army Template
Eu4 Army Template - Last year, i created this infograhic guide to help the community with their army and navy compositions. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. This goes on until the next cavalry bonus, and so on. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. Basically it depends on the tech level and it's a zig zag pattern. Before tech 16, pick inf and cav with the best offensive shock pips, and arty doesn't matter. Add at least 1 cannon to the fighting stack, to get +1 at siege.
After tech 16, pick inf with the best defensive fire. Quick and dirty army composition: This goes on until the next cavalry bonus, and so on. Just the first time infantry gets a buff/new unit, this advantage drops to near 0.
As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. We have updated our community code of conduct. Basically it depends on the tech level and it's a zig zag pattern. Just the first time infantry gets a buff/new unit, this advantage drops to near 0. 4 cavalry and the rest of combat width of infantry. A lot of special units have been added over the course of the games development since.
4 cavalry and the rest of combat width of infantry. Hi there fellow eu4'ers what is the optimal compositions of armies depending on tech level and unit groups. You can see cavalry tests on my profile. We have updated our community code of conduct. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game.
Add at least 1 cannon to the fighting stack, to get +1 at siege. You can see cavalry tests on my profile. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. For the easiest good template:
Before Tech 16, Pick Inf And Cav With The Best Offensive Shock Pips, And Arty Doesn't Matter.
Just the first time infantry gets a buff/new unit, this advantage drops to near 0. We have updated our community code of conduct. You can see cavalry tests on my profile. After tech 16, however, it is seriously recommended to keep as much artillery regiments as your current army width.
After Tech 16, Pick Inf With The Best Defensive Fire.
Use infantry and cannons equal to your combat width, and add 4 horses. A lot of newer and intermediate players struggle with designing their army and navy compositions for use in game. This goes on until the next cavalry bonus, and so on. Quick and dirty army composition:
Basically It Depends On The Tech Level And It's A Zig Zag Pattern.
For the easiest good template: 4 cavalry and the rest of combat width of infantry. Cavalry has single technologies where it becomes strong and after that infantry is able to catch up, e.g. I remember seeing an ideal army composition spreadsheet on this sub a few times, but i cant seem to find it again.
Last Year, I Created This Infograhic Guide To Help The Community With Their Army And Navy Compositions.
Add at least 1 cannon to the fighting stack, to get +1 at siege. At tech 3, the ideal army does 20% more casualties. As for cavalry, they are very expensive and for most nations, which don’t have cavalry combat ability modifiers, 2 or 3 regiments per army may be enough for most of the mid and all of the late game. Jump to latest follow reply.
We have updated our community code of conduct. Quick and dirty army composition: After tech 16, pick inf with the best defensive fire. Add at least 1 cannon to the fighting stack, to get +1 at siege. For the easiest good template: